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Things I Do For Win - Location, Location, Location
Mar 23 2012 05:05 AM |
clu
in Game of Thrones
Small Council clu The Things I Do For Win White Cloak Arsenal
Location, Location, Location ControlAn overlooked aspect of A Game of Thrones by beginners is location control. Every new block of chapter packs gives us more and more weapons that can’t be killed by claim. If you don’t have an answer for Ghaston Grey (FtC) , The Black Cells (TftRK), and Corpse Lake (TBC) you will lose to them in a painful way, knowing that you can’t do anything about it.
Tournaments have been lost by ignoring location control. Before the MN regional tournament I was hemming and hawing between a fifth city plot and Fleeing to the Wall (Core). In my 4-0 record going into round five versus Greg Atkinson the game was over before it began. He was running a location heavy build that I couldn’t touch. Guess who I had to face first round in the top eight? It was the first time I didn’t stick to my guns and hoped Nightmares (LoW) would be enough. A tough lesson to learn and one I hope no one repeats.
Every deck I assemble must run between four and eight reliable location destruction effects. I want to make sure that I have answers to my problems when I need them. Even if we only go after resource providers, then we restrict options and that’s what it’s about being a Jaime.
To emphasize the point, in a recent streamed game I saw Jeremiah Duggan use Nightmares on a Lannisport Treasury (LotR) during Marshalling and then use Pyromancer's Apprentice (TBoBB) on it during challenges. The opponent had spent four gold then got choked out of the rest of the game on turn one.
Baratheon 2 out of 5 Gold Hands
Salladhor Saan (KotStorm) brings the beats every time he hits the table. He comes with huge deterrents however, since being strength two and an ally leaves him vulnerable. Direct Assault (KotStorm) fits into their wheelhouse requiring a character with a military and power icon to steal a non-unique location. The restriction leaves a bad but playable taste in my mouth.
Greyjoy 5 out of 5 Gold Hands
While this house has the most options they don’t tout a true abundance of useful cards. Newly Made Lord (TftH) is head and shoulders above the curve. Its ability shines due the effect being passive, ergo non-cancellable. Wintertime Marauders (ACoS) is the best overall control tool Greyjoy has in their arsenal. The ability to dump any card counts as location, attachment, and character control. Veteran Marauder (KotS) does double duty of providing a combat trick and then locking down a troublesome location. Note: River Blockade (RoR) is a great card, but not a blanket location control solution.
Lannister 2 out of 5 Gold Hands
Chella, Daughter of Cheyk (Core) is the only in house solution and that’s not even a permanent one. Every Lannister deck should run this clansman. Alchemist's Guild Hall (TBoBB) surprises folks because they forget that it can lock down a location. You must run shadows to make it worthwhile.
Martell 1 out of 5 Gold Hands
Welp, you are going to need a lot of outside help here…
Stark 4 out of 5 Gold Hands
Frozen Solid (LoW) is one of the few attachments I ever consider running. It doubles as attachment control and can lock up unsuspecting Martell decks cold. Meera Reed (TftH) can blank locations consistently when you want her to. Stark also has access to Direct Assault (KotStorm). I’m more prone to run it in Stark because of the other supporting cards.
Targaryen 2 out of 5 Gold Hands
Viserion (QoD) is a must play in every Targ deck in my opinion. Even as the only dragon in your deck it picks off plenty of zero cost reducers. Warlock of Qarth (QoD) is an underrepresented card. They provide tempo control and can bounce bigger threats in a shadows deck. If you are running shadows there’s no reason not to have Kingdom of Shadows (KotS) in your deck to get double challenge duty out of them.
Neutral – Plots
Fleeing to the Wall (Core) is the end all be all of location control. Not every deck needs it but it should always be considered. I’ll look for this plot in Martell and Targaryen. Attack from the Sea (PotS) denies your opponent options they have invested. Playing this turn four when a Smuggler's Cove (KotStorm) has been housing you is sweet. Search and Detain (HtS) may sound strange but bouncing a high cost location slows down your opponent’s board development.
Neutral – Character
Pyromancer's Apprentice (TBoBB) seems wishy washy when considering their restriction. Your opponent nullifies their usefulness with one gold however, they can hit any location without other restrictions.
Neutral – Location and Attachment
There isn’t a solution here without considerable deck tweaking. Just walk away, it’s not worth it considering the gold cost on War Horn and Climbing Spikes requires many wildlings.
Neutral – Event
Nightmares (LoW) should be considered in every deck. They provide dual threats to characters and locations. Games don’t last that many turns and shutting down a key component for one turn can turn the tide. Condemned by the Council (AToT) is a rock star for intrigue heavy decks. Favorable Ground (QoD) is a favorite card for melee but rarely makes an appearance in my joust decks. Great against combo decks but terrible versus aggro.
Fighting Left Handed
There are several combos that I haven’t mentioned here because I want to give you the most straight forward answer to your problems. These cards stand alone without supporting cast for the most part. Below are a couple sick tricks that fit into themes.
Copper Link (GotC) and Mance Rayder (TWoW) makes your opponents best weapon yours, a two card combo but with the maester agenda not that difficult to pull off. In the right build Pyromancer’s Apprentice flipped during draw phase thanks to a timely Gold Mint.



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18 Comments
@Assamite: I LOVE Price of War! That card is my favorite.
I left Price of War intentionally off this list. I my experience it doesn't hit as consistently as the others. There just aren't as many efficient war crests. In the right build it's fantastic, but, I think you need at least 10 crests in the deck to make it worth while every game just like Condemned by the Council.
Good read. I've been training my squires in similar techniques recently. Locations are making people squirm, anymore.
played favorable ground against a location heavy greyjoy deck and thought the player was going to stab me
forgot about Veteran marauder for greyjoy, great attachment, alo Bara should include Maester Cressen
I'd have to go and disagree with both Baratheon and Targ getting 2 gold hands for their in-house cards, Bara should maybe be 3 versus Targ's 2?
I think Salladhor is one of those cards, that you just need to accept that he needs to fit in, and make the room. While he has his weaknesses, he's still the only card in the environment (short of some outlandish Captain of the Iron Fleet + Theon -combo) that can keep discarding ANY locations, turn-after-turn. In a Targ-heavy meta, might be more questionable, due to being fried before you can use him. Getting even one use out of him makes him pretty equal to Newly Made Lord, and having Inn of the Kneeling Man or Marya let's you wipe out several locations before your opponent can blink.
Also, not sure why Direct Assault would be played better out of Stark? I've always sort-of gotten the opposite understanding. Due to the 'attacking alone' part Bara can much more easily push the challenge through with Smuggler's Cove, and this let's them get more mileage out of being able to get early board dominance. Stealing a GTM is still one of my favourite tricks. If it has a Cache attached, the more the merrier. Oh, and at least at Stahleck Frozen Solid + Price of War seemed to be the choice for Siege decks, due to the ever present Cavalry Flanks and cheap Bolton War Crests.
He kept turfing influence locations as soon as they arrived. Finally, managed to kill him by getting
*and yes, I'm a goof who fails at commenting.
Also who needs to use more location hate.
Shield Islands Dromon (LotR) can really surprise people when run out of Lannister. It can give you some nice tempo control early. With patience/luck you may be able to delay a key location hitting the board. Since it puts it back in their deck, it can't be retrieved from the discard pile.